E115
115. The Chapter Closes
On the final episode of our campaign, victory is celebrated, and all debts are paid.
Latest episode
S4 E41
Critical Role is a comedy and sci-fi & fantasy TV series that premiered on Beacon on March 12, 2015. It has 4 seasons and 418 episodes so far and is still airing new episodes. The latest episode, Season 4 Episode 41, aired on October 29, 2026.
Critical Role is a weekly actual play series that uses tabletop role-playing game mechanics as a means to explore and develop stories from the vast fantasy worlds of Exandria, Aramán, and beyond, with sweeping narratives intricately woven through collaboration between Game Masters and players.
Last updated
418 episodes · 4 seasons
2015 · 50 episodes · Last episode: 9 years ago
Campaign One, or The Campaign of Vox Machina, is the first campaign of Critical Role. It follows a group of adventurers, Vox Machina, first in their adventures across the continent of Tal'Dorei and eventually the larger world of Exandria and other Planes of Existence.
Critical Role Campaign 1: Vox Machina release dates →
E115
On the final episode of our campaign, victory is celebrated, and all debts are paid.
E114
Vox Machina's climactic battle with Vecna begins.
E113
Vox Machina, having made their final preparations, make their way to the top of the tower of Entropis. With special guest Joe Manganiello!
E112
Vox Machina search for a powerful artifact that could help swing the tide in their favor. Nothing could possibly go wrong…
E111
Vox Machina make their way through the cursed caverns of the undead dwarven city of Thomara, hoping their presence won't be discovered.
E110
Vox Machina find treasures, horrors, and mysteries as they make their way through the body of an undead primordial.
E109
Live from Gencon: Vox Machina returns to Vasselheim to prepare for the coming of Vecna
E108
Upon finding the Core Anvil and the forge guardian that protects it, Vox Machina attempt to create the divine trammels that will aid in their fight against Vecna.
E107
Vox Machina descend into the heart of an undersea volcano to find the forge of the gods.
E106
Vox Machina race against time to earn the blessing of the Goddess of Knowledge while Vecna continues to gain power.
E105
Vox Machina travel to the pools of Wittebak, where they meet a lonely stranger residing in a strange old house.
E104
We journey to Elysium, where Vox Machina must prove their worth in the eyes of the gods.
E103
Vox Machina regroup after their devastating defeat at the hands of Vecna, all while Vax’s soul is tested by the Matron of Ravens.
E102
All hell breaks loose as Vox Machina race to stop the return of Vecna!
E101
Vox Machina journey through the Ziggurat into the Shadowfell, hot on the trail of Delilah Briarwood.
E100
Vox Machina, along with Lionel Gayheart and Scanlan Shorthalt, travel into the mountain range of Marquet to investigate the existence of another Ziggurat. As Scanlan tries to make amends for his actions, what lies beneath will lead to a shocking reveal that will set the stage for something greater...
E99
As Vox Machina returns to Deastok to clear the Darrington family of their debt, Taryon has a talk with his family about the future. The party then returns to Whitestone where two strange individuals make themselves known, one of them possibly being more than he seems.
E98
Vox Machina inquires with The Myriad in order to alleviate the Darringtons of their debt. But is the light at the end of the tunnel a sign of hope... or imminent death?
E97
Having dealt with the Trickfoot clan, Keyleth goes off the deep end and Taryon finds himself on a collision course with a dark secret within his own family. What will he and Vox Machina discover at Deastok?
E96
Vox Machina mobilizes to assist the Trickfoots in purging Pike of the blood curse. However, some things are not as they seem...
E95
After a year spent enjoying some downtime and accomplishing some personal goals, Vox Machina reunites for a beach vacation and an unexpected family reunion for a certain someone...
E94
Vox Machina, having barely survived their escape from the Nine Hells, returns to Whitestone for some much-needed rest and respite as Vex'ahlia partakes in the Grey Hunt to truly earn her noble title and place in the city.
E93
Vox Machina commences their assassination of Utugash with the aid of Tova and get brought to the prison of Mentiri. But will their deal be honored? And will Vox Machina finish off Hotis and escape the Nine Hells? Or will they be lost forever?
E92
After Keyleth scares off her would-be attackers, Vox Machina continues their trek through the City of Dis, and Percy makes a deal with the devil Ipkesh to assassinate Utugash. Their mission takes them to the pit fiend's abode, where they also encounter and rescue a new ally in Tova. Will they fulfill the deal, or will Percy's soul be forfeit?
E91
Vox Machina descend into the Nine Hells and enter the City of Dis to find and destroy Hotis once and for all.
E90
Vox Machina searches for a means to seal away Opash's book and travels to Zephrah where Keyleth goes to embrace her destiny...
E89
Having procured the lodestones, Vox Machina returns to Vesrah with Vax'ildan's life on the line as they hurry to save their fallen companion. Bargains and promises are made, cards are drawn, and new power is unlocked as Keyleth's Aramenté trials come to an end.
E88
Vox Machina journeys into the Elemental Plane of Water for the final trial of Keyleth's Aramenté.
E87
Vox Machina sets sail across the Ozmit Sea to the home of the Water Ashari, dealing with scurvy trouble along the way, where upon arrival Keyleth will endeavor to complete her Aramenté... and discover a horrible truth.
E86
Vox Machina takes some time to bond with their new companion before setting sail for their next adventure.
E85
Grog has a one-on-one rematch with Earthbreaker Groon. Vox Machina says farewell to a dear friend, but they meet someone new the very next day.
E84
In a rare moment of peace, Vox Machina checks on Emon, fulfills a promise, and meets up with an old acquaintance.
E83
Raishan and Vox Machina have their final confrontation.
E82
Vox Machina and their allies travel to the island that Raishan fled to, but to reach her they must find their way past numerous obstacles and undead threats.
E81
After reuniting with an old friend, Vox Machina loots Thordak's treasure hoard before returning to Whitestone to decide what to do about Raishan.
E80
Vox Machina battles Raishan within Thordak's lair.
E79
Having infiltrated the center of Emon, Vox Machina and their allies engage Thordak in a battle to the death.
E78
Having gathered their allies, Vox Machina heads for the center of Emon to begin the final battle against Thordak the Cinder King.
E77
Vox Machina returns from the Elemental Plane of Fire, only to discover Fort Daxio under siege. With no word from Allura, they rush into battle to save as many of their allies as they can.
E76
Vox Machina finds themselves face to face with Ghurrix the pit fiend, leading to an all-out battle in the middle of the City of Brass.
E75
Guided by their bizarre new acquaintance, Vox Machina meets with the fire giant who is in possession of the Plate of the Dawnmartyr. Although their goal is literally in sight, retrieving the final Vestige might be one of their most perilous challenges yet.
E74
Vox Machina heads to Fort Daxio to begin preparation for the upcoming fight with Thordak. With time running out until the climactic battle, the party decides to travel to the Elemental Plane of Fire in search of the final Vestige, but find themselves in over their heads...
E73
With three of the five members of the Chroma Conclave dead, Vox Machina has a meeting with their friends in Whitestone to begin planning for the upcoming battle with Thordak. Percy decides it's time for one of their allies to stop keeping secrets from the rest.
E72
Fresh off of slaying Yenk and Vorugal the Frigid Doom, the weary members of Vox Machina take time to catch their breaths and set about gathering what spoils they could find from both the corpse of the wyrm and his treasure trove before resting and returning to Whitestone for their next course of action...
E71
Vox Machina enacts their riskiest plan yet: summon a goristro from the Abyss to fight Vorugal and hope for the two giant creatures to kill each other. If they succeed, another member of the Chroma Conclave will fall and another Vestige will be retrieved. But if any step in their plan fails, it could have dire consequences, especially with another dragon waiting in the wings...
E70
After a tense discussion, Vox Machina finds themselves with an unlikely—and untrustworthy—ally. A risky plan is formed and the group heads to the ruins of Draconia to prepare for their battle with Vorugal the white dragon...
E69
Vox Machina is left shaken in the aftermath of their battle with Anna Ripley. They hurry back to Whitestone to save one of their own and end up being offered an alliance from the most unlikely source...
E68
Hot on the heels of Dr. Anna Ripley, Vox Machina finds themselves on the beach of the isle of glass. The party prepares as their confrontation with Ripley draws near. Old demons and new discoveries will surface on the Isle of Glintshore.
E67
Anna Ripley has stolen one of the Vestiges of the Divergence and is on her way to an island of glass in search of another. With the help of Captain Damon and his skyship, Vox Machina races across the sea to stop her once and for all.
E66
After proving their strength to J'mon Sa Ord, Vox Machina heads to a casino to have some fun and make some deals. The next day, they go in search of Mistress Asharru—the owner of Cabal's Ruin—and discover a shocking scene, as well as evidence that an old foe is on the move.
2018 · 50 episodes · Last episode: 5 years ago
Set in the magical world of Exandria, on the continent of Wildemount, Critical Role's Mighty Nein campaign is the story of a group of motley and chaotic adventurers who find themselves caught in the middle of a war between two nations.
Critical Role Campaign 2: The Mighty Nein release dates →
E141
The Mighty Nein return to the Blooming Grove to process what they've endured and to take their first steps towards embracing whatever the future holds in store...
E140
Deep in the heart of Cognouza, the Mighty Nein face the second form of the Neo-Somnovem in hopes of bringing an end to his nightmarish dominion.
E139
The Mighty Nein prepare for an intense confrontation with their transformed former friend, but the Nonagon who awaits them above the streets of Cognouza is more powerful than any of them anticipated...
E138
The Mighty Nein wrangle with Cree as they attempt to stop Lucien's plan, but the Nonagon still has a few surprises in store for them all...
E137
Floating through the Astral Sea, the Mighty Nein arrive at their unsettling destination and begin exploring the living city that has haunted their dreams...
E136
The Mighty Nein fight against time as they search for the Immensus Gate, but their quarry has his own tricks up his sleeve...
E135
The Mighty Nein plunge deeper into both Aeor's ruined depths and its endless mysteries as they continue to chase after the elusive remaining Tombtakers...
E134
Now following the Tombtakers’ trail, the Mighty Nein converse with voices of the past for clues and meet some of Aeor’s creations...
E133
As the Mighty Nein tentatively explore the edges of Aeor, they debate whether to delve further into mystery or hold the line and set traps for their rapidly approaching enemies...
E132
Having located the secret entrance to Aeor, the Mighty Nein take stock of what waits for them both above and below the ice...
E131
After wrapping up with family and steeling their nerves, the Mighty Nein return to the frozen peaks and valleys of Eiselcross to weigh allies and plot their next course of action...
E130
Reunions abound as the Mighty Nein find a momentary refuge among family and friends, but their uncertain and dangerous future casts a pall on their time together...
E129
Split into two teams, the Mighty Nein must contend with the dangerous surroundings of two very different planes while trying to get back home...
E128
With their heist uncovered and danger closing in around them, the Mighty Nein must make tough decisions to keep themselves and their loved ones safe...
E127
The Mighty Nein enact a heist on the storage vaults of the Vergesson Sanatorium, but their quick caper proves more difficult and dangerous than they'd anticipated...
E126
Faced with unsettling visions and a leering countdown, the Mighty Nein take stock of supplies, of lingering wounds, and of matters of the heart.
E125
Having escaped the frozen fields of Eiselcross, the Mighty Nein search for allies and assets to help them in their fight against the nine eyes...
E124
Exhausted and hunted, the Mighty Nein search for sanctuary in Aeor while contemplating their own potential chess moves...
E123
The Mighty Nein must contend with eye-opening revelations and ever-shifting power dynamics as they continue to forge towards Aeor...
E122
With secrets and mysteries ever growing, the Mighty Nein must navigate the rising tension between themselves and their ersatz allies as their travel to Aeor continues...
E121
Forced to navigate a strange new relationship with the Tombtakers, the Mighty Nein continue their trek to Aeor, where both fiery and magical dangers await any wrong moves...
E120
The Mighty Nein locate their prize but quickly learn that adversaries and conflict can come from even the most unexpected corners...
E119
Deep within the mysterious Aeorian ruin, the Mighty Nein must first face a terrifying abomination before they can venture further into the strange and unknown...
E118
The Mighty Nein forge their own way across the tundra to another Aeorian excavation site, but things far more dangerous than frozen relics await them under the snow...
E117
Hard choices await the Mighty Nein, who must decide whether to follow the current path of their former friend or deviate and forge a new one...
E116
The Mighty Nein delve into their first of Eiselcross's excavation sites, hot on the heels of their mysterious quarry...
E115
The Mighty Nein head into the frozen tundra of Foren, led by their grizzled guide, and must contend with more than a few dangerous elements of the landscape...
E114
Having arrived in Eiselcross, the Mighty Nein get acquainted with their allies even as threads and fates begin to cross...
E113
While sailing upon icy seas, the Mighty Nein must contend with an unexpected familiar foe that's come to enact revenge...
E112
While preparing to journey to Eiselcross, the Mighty Nein find themselves torn as they uncover a pressing mystery about a friend thought lost...
E111
The Mighty Nein explore a new magical haven before heading to Zadash to investigate some theories and reach out to previous connections...
E110
The Mighty Nein attend a dinner hosted by a monstrous figure from Caleb's past, where both revelations and questions arise in multitude...
E109
The Mighty Nein return to the mainland where mysteries, shopping, job offers, and family reunions await their attention...
E108
With their preparations finished and the day upon them, it's time for the Mighty Nein's greatest challenge yet... the celebration of Traveler Con!
E107
With less than a week until Traveler Con, the Mighty Nein put on their party planning hats to prep Rumblecusp for the unruly event.
E106
The Mighty Nein must now face the ramifications of their fight with Vokodo, both within the dangerous cavern itself and amongst the villagers of Vo...
E105
Armed with knowledge and an amorphous plan, the Mighty Nein prepare to confront Rumblecusp's dangerous overlord...
E104
Seeking answers, the Mighty Nein continue to delve into forbidden areas of Rumblecusp in order to learn more about their powerful foe...
E103
Wrestling with the dangers of spending too much time on Rumblecusp, the Mighty Nein travel to the Heaven Falls, seeking a weak point in the island that could be used against Vokodo...
E102
The Mighty Nein must traverse a dangerous path while seeking an audience with the mysterious being that claims dominion over the island of Rumblecusp…
E101
The Mighty Nein explore the island village of Vo, uncovering strange mysteries about the island itself and its unusual inhabitants...
E100
The Mighty Nein are back! Faced with a pursuing dragon turtle, the Mighty Nein must rely on luck and cunning in order to battle their enormous, determined foe...
E99
Slowly recovering from the midnight attack, the Mighty Nein continue their course for the long-awaited peace talks between warring nations...
E98
The Mighty Nein reset after their intense interactions at the party to prepare for their voyage to the peace talks, but nothing can prepare them for the danger that awaits on the high seas...
E97
Live from Chicago! The Mighty Nein return to Nicodranas, where happy reunions and fantastic makeovers are shadowed by revelations about someone close to the party...
E96
The Mighty Nein, having arrived at the oasis menagerie, must now protect both themselves and the fragile garden denizens from the danger barreling toward them...
E95
Now in the jungles of the White Dawn Lagoon, the Mighty Nein find themselves challenged not just by Caduceus's journey of faith, but by Jester's as well...
E94
The Mighty Nein take stock after their tangle with a dealmaker but their arrival at a new destination holds unexpected answers...
E93
The Mighty Nein find themselves on the hunt for the entity responsible for Nott's predicament, but neither the journey nor the quarry are quite what they expected...
E92
The Mighty Nein chase a lead on Nott's curse, but that lead brings Beau face to face with a past she would rather leave behind.
2021 · 50 episodes · Last episode: 1 year ago
Set in the magical world of Exandria, on the continent of Marquet, Critical Role's third campaign is the story of an eccentric band of adventurers who find themselves entangled in fey chaos within the city of Jrusar and embroiled in the ancient mysteries surrounding the red moon Ruidus.
Critical Role Campaign 3: Bells Hells release dates →
E121
Bells Hells return to Exandria with a proposal for the gods and their own visions for the future to come...
E120
Bells Hells face Predathos and its terrifying second form as they attempt to bring a god-eater to heel...
E119
With one of their own absorbed and threats from all directions, Bells Hells bring the fight to Predathos itself...
E118
Bells Hells face Ludinus Da'leth, attempting to stop his infiltration of Predathos' glass prison...
E117
Bells Hells delve into the fungal network of Ruidus, seeking Ludinus, Liliana, and the Hallowed Cage...
E116
The Mighty Nein steal their way through the Arx Creonum to confront the psychic minds that control the Ruidian populace...
E115
Bells Hells and the Mighty Nein wait in the shadows of the moon city before launching an explosive attack on the Weavemind’s stronghold…
E114
Vox Machina assail the Malleus Key, intent on rescuing the trapped Vax’ildan as enemies attack from all sides…
E113
With allies in tow and an army at their backs, Vox Machina begin their assault on the Malleus Fortress...
E112
Bells Hells introduce the Mighty Nein to the moon before flashing backwards to the reunion of Exandria's most legendary heroes...
E111
Bells Hells meet their new allies on the road to Kreviris and learn just what makes this team so mighty...
E110
Bells Hells reel from their recent conversations with the divine and seek out calmer heads and resolute monoliths within the city of Vasselheim...
E109
Bells Hells make haste to the Raven's Crest temple in Vasselheim by invitation from the Matron of Ravens, but the welcome they receive puts them all on the edge...
E108
Bells Hells learn just how resilient the Fey can be when it comes to matters of the mind and seek answers from Fearne's estranged, strange father...
E107
Bells Hells endure rocky combat and fey wiles within a temple of the Arch Heart, but come face to face with a surprising eavesdropper with plans of their own..
E106
Bells Hells return to the Fey Realm in an attempt to tangle an upcoming meeting between Ludinus and the Unseelie Court...
E105
Bells Hells take center stage in the Platinum Sanctuary, where they must prove themselves as worthy potential heroes to the Exandrian Accord...
E104
Bells Hells meet with the Exandrian Accord in Vasselheim, where plans begin to form and connections begin to solidify...
E103
Bells Hells seek a way to cut Delilah's puppet strings once and for all...
E102
Bells Hells contemplate the revelations of the Occultus Thalamus while one of their own is brought low by darkness and desire...
E101
All of the Divine planning and improvising comes to a head in the final battle within Aeor's underbelly...
E100
The Divine continue their infiltration of Aeor, looking deeper into the city's flaws and virtues as they seek out the center of its hubris...
E99
In the midst of a lull in the Calamity, a group of powerful individuals embark on a divine mission to the flying city of Aeor...
E98
Live at the Greek Theatre! Bells Hells battle the creeping terror of an unleashed demon, but their own darkest thoughts may prove to be the real enemy...
E97
Bells Hells encounter Aeorian terrors as they explore the ruined city and seek out the wrinkle in Ludinus' plans...
E96
Bells Hells work to fortify their bonds and friendship in the face of darkness before engaging in a whirlwind of travel stops on the way to Aeor...
E95
Bells Hells take time to focus inwards on their grief and their healing, but inner demons threaten the harmony of their bond...
E94
Bells Hells begin their hunt for Ludinus' whereabouts and how to slow his plot, but not before an old foe arrives to test one of their own to the brink...
E93
The Crown Keepers endure a battle for their lives and the very heart of their team, with dire consequences for every move...
E92
Rattled and reeling, Bells Hells prepare to leave Ruidus and return to Exandria, where tensions are escalating and pressure is building…
E91
Chaos reigns as Bells Hells attempt to find each other and leave Kreviris, but an old enemy complicates their attempted escape...
E90
Bells Hells split the party in order to take on two different missions to prove themselves to the Volition, but as the stakes rise, so does the danger...
E89
Bells Hells join the Volition rebellion, where they learn about the inner workings of Kreviris and its leaders known as the Weave Mind...
E88
While seeking contact with the Volition rebellion, Bells Hells find themselves cornered with no way out of their underground hideaway as enemies close in...
E87
Bells Hells reach the city of Kreviris, where they explore the surface details of the Ruidian capital…
E86
Bells Hells stumble upon a secret entrance to Exandria from Ruidus, but this lucky portal leads to a place just as dangerous as the one waiting for them in the sky...
E85
Bells Hells question their captured enemies, but their search for information is interrupted by the pursuing hunt from another foe...
E84
Bells Hells are introduced to a village on Ruidus and learn about the way of life on the moon…
E83
Bells Hells take their first steps on Ruidus and begin their investigation of the mysterious ruddy moon…
E82
With their Fey Realm tasks complete, Bells Hells turn their attention to the ruddy moon and the foes that block the bridge…
E81
Bells Hells ponder fey bargains and prepare for their dangerous race through Ruby Vanguard territory...
E80
Bells Hells put their trust in each other to the test as they tackle Nana Morri's final task for them among tangled and lost ruins within the Fey Realm...
E79
Bells Hells find respite in the Fey Realm while they seek ways to mend their broken trust and rebuild their friendships...
E78
Bells Hells face interparty turmoil as they grapple with the consequences of choices made and broken trust at a crucial crossroads...
E77
Bells Hells' resident witches delve into the hidden horrors of Whitestone Castle and a choice is made regarding the shard of Rau'shan...
E76
Bells Hells return to Whitestone in search of allies and refuge, taking time to reflect on the weight of their choices and the path ahead...
E75
Bells Hells delve into the claustrophobic caverns of Athos Peak, seeking the resting place of an ember of the great fire primordial Emperor Rau'shan...
E74
Bells Hells explore the island of Kalutha and prepare themselves to take counsel from the fated wisdom of the Great Tree of Atrophy...
E73
Bells Hells continue their journey through the fog-shrouded ocean of the Shattered Teeth with the skeletal crew of the Crimson Abyss, where surprising requests lead to surprising results...
E72
Bells Hells engage with a cursed pirate ship filled with ghosts, seeking passage across the waters of the Shattered Teeth, but a parley is not easily granted...
2025 · 41 episodes · Last episode: 1 week ago
Hero to many. Enemy to some. When Thjazi Fang is marked for execution, various figures from across his remarkable life unite to uncover the truth behind his grim fate. In a land still suffering from the fallout of dead gods and living in the shadow of a tumultuous rebellion, these disparate people will come together across the fractured world of Aramán and connect in ways they never imagined. As hope and victory fade, a question hangs over Aramán. Without the Gods, what great deeds now fall to us? And who, or what, shall grab their crown for themselves?
Critical Role Campaign 4 release dates →
E38
The Seekers spend an evening in Sloak with King Gus and his retinue, where they make an impression on the Timmonish court.
E37
Assassins storm the Hallowed Round and the life of one Schemer hangs precariously in fate's hands...
E36
The Schemers struggle with the consequences of their actions as the fight for Dol-Makjar intensifies...
E35
With Hawthorn's Glade in shambles, the Seekers aid the surviving fey in finding a new safe haven...
E34
An attempt to harry the Tachonis procession leads to the discovery of an attack on the fey at Hawthorn's Glade...
E33
The Schemers dip into the political landscape of Dol-Makjar, but moves from their local enemies complicate their plans...
E32
The Seekers rest before they travel the fey Miller's Road, but strange visions plague each of them in turn...
E31
The teams attempt to reunite at the Rookery with varying cheerful and devastated attitudes as the consequences of their ventures begin to ebb throughout the city...
E30
Vaelus is faced with an impossible choice, Kattigan is taken to the demonic tailors, and a team split has devastating consequences...
E29
Everyone takes their places across Dol-Makjar as the Hallowed Round presents a show that promises to be unforgettable...
E28
With opening night approaching and Thjazi's designs still obscured, a plan is formed for safety, rescue, and information...
E27
Thirteen voices rise as the three groups reconvene to seek each other's aid as the Houses tighten their grip on the city...
E26
The Schemers contend with the aftermath of a miracle while the Soldiers and Seekers secretly return to Dol-Makjar...
E25
When two political figures are attacked at the gala, the Schemers must jump into action to save as many lives as they can...
E24
The Schemers make headway with their own plots, but Thjazi's secrets remain a mystery to unravel...
E23
Murray learns more than she bargained for while investigating the belongings of House Tachonis while Bolaire and Hal are caught in a crime they can't explain...
E22
With nowhere to go and no choice but forward, the Schemers put their wits and tricks to the test in a confrontation with the Crow Keepers...
E21
A visit to The Seven Stars yields important meetings and a nudge in the direction of their disappeared illusionist...
E20
Azune is summoned to the Palazzo Davinos to investigate the disappearance of House Royce as Murray, Bolaire, and Hal realize other arcanists have gone missing...
E19
In Dol-Makjar, the Schemers juggle jobs and subterfuge as they reckon with the ascent of the Sundered Houses...
E18
Vaelus speaks with a deceased ally of Thaisha's while Occtis grapples with his family's plans... and what was left behind...
E17
The Seekers arrive in Tannesar, where stranger and stranger revelations await them within this ancient place of power...
E16
While searching for Alogar, the Seekers stop at Shadowlight Waypoint, where they learn of an unearthed prophecy and those who hold fast to its meaning...
E15
The Seekers take to the skies via an eagle ally, bonding in the clouds as they head to the home of the Barrowguard...
E14
The druids of Shaungarten question Thaisha's decision to bring the undead Occtis to their sanctuary and debate their continued aid...
E13
As the walls close in on the Seekers, they are forced to decide if Einfasen's castle is truly as safe as its lord claims or if they should pursue another haven...
E12
The Seekers arrive in Riesingürtle, where they explore the city and parley with Lord Einfasen, the head of the mighty and intimidating House Einfasen...
E11
The Schemers reckon with the swift changes coming to Dol-Makjar while the Soldiers ponder stone, blood, and blade...
E10
Deep in the hidden dungeon of Castle Delawney, the Soldiers must fight for their lives against the cruel allies of House Tachonis...
E9
The search for Teor's brother Cyd continues as the Soldiers are guided by the Hounds of the King down a mysterious fey shortcut...
E8
A battle for vengeance ensues in Castle Sloke as the Soldiers face the traitorous Baron Casimir Gavendale and his new knights...
E7
The Soldiers arrive in the Kingdom of Timmony, where local customs are bending against the religious influence of the Candescent Creed...
E6
Tyranny struggles with her crueler instincts as the Soldiers discover a safe haven for fairies that may hold clues about Cyd's whereabouts...
E5
Decisions are made about how to keep Occtis safe from his family while the Soldiers embark on a hunt for friend and foe alike…
E4
The Houses of Royce and Davinos are attacked by the focused might and undead horror of House Tachonis, while the secrets Bolaire has kept for years tumble into the light…
E3
With the true source of the Candescent Creed's magic revealed and the search for Occtis pressing in from all sides, lines of trust must quickly be drawn amongst the allies…
E2
The loved ones of Thjazi Fang must contend with the ramifications of his past plots and schemes still reverberating across Dol-Makjar and their own lives…
E1
A politically suspicious execution brings the friends, family, and enemies of noted war hero Thjazi Fang to the city of Dol-Makjar to celebrate a life well-adventured…
Created by Matthew Mercer, Ashley Johnson, Marisha Ray, Taliesin Jaffe, Sam Riegel, Laura Bailey, Liam O'Brien and Travis Willingham
A date for the next episode of Critical Role hasn't been announced yet. Follow Critical Role in the Streambay app and you'll be notified as soon as a new episode airs.
The most recent episode of Critical Role, Season 4 Episode 41, aired on October 29, 2026.
Critical Role has 4 seasons with 418 episodes in total.
Critical Role first aired on Beacon on March 12, 2015.
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Critical Role
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